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*Dungeons & Dragons
Fighter (Playtest 7)
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<blockquote data-quote="Charlaquin" data-source="post: 9123290" data-attributes="member: 6779196"><p>The difference is, the rapier only gets vex except in the hands of a level 9+ Fighter, and even they can only change that on a long rest. The Brawler gets a pair of light weapons that they can change the Masteries of every time they attack. That’s some serious versatility! You could, for example, open with sap or slow and if that misses you have a second chance with the off-hand attack, but if it hits you can follow up with Vex instead. Or you could start with vex to make your off-hand attack more likely to hit, and then Vex again so your first attack on your next turn has advantage. Or if the target has low AC anyway you can just sap and slow and not bother with vex. You get to decide this every single round, and it just gets even more versatile once you have Extra Attack.</p><p></p><p>Again, I think the two-handed improvised weapon looks weaker unless you can sweet talk your DM into letting you get a d10 damage die with it. But it does become the stronger option at 15th, when you get a guaranteed d12 and two masteries at once. d12, reach, topple, and cleave if there’s two targets in range or push if there’s only one is pretty crazy.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9123290, member: 6779196"] The difference is, the rapier only gets vex except in the hands of a level 9+ Fighter, and even they can only change that on a long rest. The Brawler gets a pair of light weapons that they can change the Masteries of every time they attack. That’s some serious versatility! You could, for example, open with sap or slow and if that misses you have a second chance with the off-hand attack, but if it hits you can follow up with Vex instead. Or you could start with vex to make your off-hand attack more likely to hit, and then Vex again so your first attack on your next turn has advantage. Or if the target has low AC anyway you can just sap and slow and not bother with vex. You get to decide this every single round, and it just gets even more versatile once you have Extra Attack. Again, I think the two-handed improvised weapon looks weaker unless you can sweet talk your DM into letting you get a d10 damage die with it. But it does become the stronger option at 15th, when you get a guaranteed d12 and two masteries at once. d12, reach, topple, and cleave if there’s two targets in range or push if there’s only one is pretty crazy. [/QUOTE]
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